;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Royal Revenues,     4,-2,  Cmb, nil, 1, 1    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Marine Production,  3,-2,  Sea, Ato, 1, 4    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Shipbuilding,       4,-1,  Sea, Nav, 1, 4    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Coinage,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Feudal Levies,      5,-1,  Feu, nil, 1, 0    ; Che
Chivalry,           4,-2,  Ind, Min, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
The Overkingship,   5,-1,  Sth, War, 1, 2    ; CA 
Trade Growth,       5,-1,  Tra, nil, 1, 1    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Court Politics,     4, 1,  War, nil, 1, 2    ; Cmp
Archery,            7,-1,  War, nil, 0, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Episcopal Framework,2,-1,  Lit, Feu, 3, 0    ; Esp
Benedictine Reforms,5, 0,  Lit, Ban, 1, 4    ; Exp
Feudalism,          4,-1,  Tac, SE,  1, 2    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Outlawry,           4, 1,  Feu, nil, 1, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Castles,            6, 0,  SE,  Che, 1, 2    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Sth, Mas, 0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Crusading Spirit,   4, 1,  Mob, NP,  1, 0    ; Min
Knights Templar,    8,-1,  Che, Esp, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Royal Chancery,     3, 0,  ToG, Tac, 1, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Heavy Plough,       4,-1,  nil, nil, 1, 1    ; Phy
Catapults,          4, 1,  Stl, SE,  3, 4    ; Pla
Chronicle Keeping,  4, 0,  Uni, Wri, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Saga Literature,    2, 1,  Plu, Tac, 1, 2    ; Rec
Battle Axes,        4, 0,  War, nil, 2, 4    ; Ref
Three-Field System, 3, 1,  no,  no,  1, 4    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
The Stirrup,        5,-2,  Hor, no,  1, 4    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Church Building,    4, 1,  Sth, Mas, 1, 4    ; SFl
Christianity,       3,-2,  nil, nil, 1, 2    ; Sth
Fortified Towns,    4,-1,  Sup, Cmb, 1, 2    ; SE 
Battering Rams,     4,-1,  Mat, nil, 1, 0    ; Stl
Manorialism,        4, 1,  Phy, AFl, 1, 2    ; Sup
King's Retinue,     6,-1,  Ref, CA,  1, 0    ; Tac
Monastic Scriptoria,3, 2,  Che, ToG, 1, 2    ; The
Cathedral Schools,  4, 0,  Uni, Cmp, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
Book-Lore,          5, 1,  U1,  Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Chi, nil, 3, 3    ; FT 
Monasteries,        3, 0,  SFl, nil, 0, 3    ; U1 
Overseas Commerce,  3, 0,  Cmb, Sup, 1, 1    ; U2 
Sailing,            3, 0,  Sea, SE,  1, 4    ; U3 
Anglo-Saxon Tech,   3, 0,  no,  no,  0, 0    ; X1 
Viking Tech,        3, 0,  no,  no,  0, 0    ; X2 
Celtic Tech,        3, 0,  no,  no,  0, 0    ; X3 
Irish Tech,         3, 0,  no,  no,  0, 0    ; X4 
Welsh Tech,         3, 0,  no,  no,  0, 0    ; X5 
Scottish Tech,      3, 0,  no,  no,  0, 0    ; X6 
Norman Tech,        3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Royal Hall,               10, 0,    Mas,
Smithy,                    4, 1,    nil,
Barn,                      6, 1,    Pot,
Church,                    4, 1,    Sth,
Market,                    8, 1,    Cur,
Monastery,                 8, 1,    U1, 
Law Court,                 8, 1,    CoL,
Town Wall,                 8, 0,    Mas,
Well,                      8, 2,    Cst,
Royal Mint,               12, 3,    Ban,
Cathedral,                10, 3,    SFl,
Scriptorium,              16, 3,    The,
Mass Transit,             16, 4,    no, 
Bear Pit,                 10, 4,    SE, 
Factory,                  20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Royal Treasury,           16, 4,    AFl,
Sewer System,             12, 2,    Ind,
Peasant Mob,               8, 3,    Rfg,
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Shore Fortress,            8, 1,    U3, 
Solar Plant,              32, 4,    no, 
Fishing Fleet,             6, 1,    Sea,
Wharf,                    16, 3,    Amp,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Shipyard,                  8, 3,    Ato,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Overseas Cargo,           20, 0,    Cmb,
Annual Fair,              20, 0,    Tra,
Levantine Trade,          20, 0,    U2, 
Viking Keel,              20, 0,    no, 
Famous Library,           30, 0,    Uni,
Papal Bull,               30, 0,    ToG,
Overkingship of Britain,  30, 0,    CA, 
The Great Forge,          30, 0,    Sup,
Long-Distance Trade,      30, 0,    Cmb,
Royal Hierarchy,          20, 0,    Cmp,
The Great Cathedral,      40, 0,    Feu,
The Great Monastery,      30, 0,    Uni,
The Great Voyage,         40, 0,    Ato,
The Holy Shrine,          30, 0,    Exp,
The Armoury,              40, 0,    SE, 
The Saga Collection,      40, 0,    Rec,
Isaac Newton's College,   40, 0,    no, 
Urban Manufacture,        40, 0,    Ind,
Darwin's Voyage,          40, 0,    no, 
Royal Dungeons,           40, 0,    Che,
Royal Pilgrimage,         30, 0,    Tac,
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
The Royal Chancery,       60, 0,    NP, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Overseas Cargo
nil,        ; Annual Fair
nil,        ; Levantine Trade
nil,        ; Viking Keel
nil,        ; Famous Library
nil,        ; Papal Bull
nil,        ; Overkingship of Britain
nil,        ; The Great Forge
Ind,        ; Long-Distance Trade
Cmn,        ; Royal Hierarchy
nil,        ; The Great Cathedral
nil,        ; The Great Monastery
nil,        ; The Great Voyage
nil,        ; The Holy Shrine
nil,        ; The Armoury
nil,        ; The Saga Collection
nil,        ; Isaac Newton's College
nil,        ; Urban Manufacture
nil,        ; Darwin's Voyage
nil,        ; Royal Dungeons
nil,        ; Royal Pilgrimage
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; The Royal Chancery


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     nil, 0,  1.,0,  0a,1d,  2h,1f,  7,0,  5, nil, 000000000000000
Benedictines, no,  0,  2.,0,  0a,2d,  2h,1f,  8,0,  5, no,  000000000000000
Rhyfelwr,     nil, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, X5,  000001000000000
Fyrdman,      Feu, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, X1,  000000000000000
Archers,      nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Csc, 000000000000001
Chieftain,    nil, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  0, X3,  000001000000000
Swordsman,    nil, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Chi, 000000000000000
Dbergach,    no,  0,  1.,0,  6a,2d,  1h,1f,  3,0,  1, no,  000011000000000
gthiern,     no,  0,  1.,0,  7a,1d,  1h,1f,  6,0,  0, no,  000011000000000
Outlaws,      nil, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  1, Gue, 000001000000010
Greatsword,   nil, 0,  1.,0,  8a,3d,  2h,1f,  7,0,  0, Chi, 000000000000000
Retainer,     no,  0,  1.,0,  5a,3d,  2h,1f,  4,0,  1, no,  000000000000000
Horseman,     MT,  0,  2.,0,  6a,2d,  1h,1f,  2,0,  0, nil, 000000000000000
Ceorl,        Che, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, X1,  000000000000000
Viking Warrior,no,  0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
King's Guard, Feu, 0,  1.,0,  7a,2d,  2h,1f,  6,0,  0, Tac, 000000000000001
Dux,          nil, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  0, X7,  000000000000001
Feudal Knight,Chi, 0,  2.,0,  8a,2d,  1h,1f,  7,0,  0, Che, 000000000000000
Heavy Knight, nil, 0,  2.,0,  9a,2d,  2h,1f,  8,0,  0, Chi, 000000000000000
Templar,      nil, 0,  2.,0,  8a,2d,  1h,1f,  7,0,  0, Mob, 000010000000000
Mercenary,    Chi, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  0, Ref, 000010000000010
Footsoldier,  Chi, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Feu, 000000000000000
Feudal Lord,  Chi, 0,  1.,0,  8a,2d,  2h,1f,  7,0,  0, Feu, 000000000000000
Catapult,     nil, 0,  1.,0,  9a,2d,  2h,1f,  6,0,  0, Pla, 000000001000000
Feudal Knight,no,  0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Footknight,   nil, 0,  1.,0,  8a,2d,  2h,1f,  7,0,  0, Min, 000010000000001
Comes,        Che, 0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, X7,  000000000000000
Miles,        Chi, 0,  1.,1,  6a,2d,  1h,1f,  5,0,  0, X7,  000000000000000
Sergens,      Feu, 0,  1.,2,  3a,2d,  1h,1f,  3,0,  1, X7,  000000000000000
Lech,        nil, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, X4,  000011000000000
Stlth Ftr.,   no,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  no,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Coastal Vessel,nil, 2,  7.,0,  1a,1d,  1h,1f,  4,3,  4, nil, 000000000100000
Longship 2,   no,  2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Hrssmathr,   Che, 0,  2.,0,  5a,2d,  1h,1f,  5,4,  0, X2,  000000000000000
Ocean Vessel, nil, 2,  8.,0,  2a,2d,  2h,1f,  5,5,  4, U3,  000000000000000
Warship,      nil, 2,  6.,0,  3a,2d,  2h,2f,  6,3,  2, U3,  000000000000000
Destroyer,    no,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Cruiser,      no,  2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   no,  2, 42.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    no,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    no,  2, 42.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  no,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Monk,         nil, 0,  2.,0,  0a,0d,  1h,1f,  9,0,  6, nil, 000000000000010
Bishop,       nil, 0,  2.,0,  0a,0d,  1h,1f, 12,0,  6, Esp, 000000000000011
Merchant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Tra, 000000000000010
Freight,      no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Explorer,     Gue, 0, 42.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Horsthegn,    Che, 0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, X1,  000000000000000
Longship,     nil, 2,  9.,0,  2a,2d,  1h,1f,  4,4,  4, X2,  000000000000001
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Fyrdman,      no,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, no,  000000000000000
Thegn,        Feu, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  0, X1,  000000000000000
Outrider,     Che, 0,  2.,0,  5a,1d,  1h,1f,  5,0,  0, X3,  000000000000000
Clansman,     nil, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, X6,  000011000000000
Warrior,      Feu, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, X3,  000000000000000
Bndr,        Feu, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, X2,  000000000000000
Jarl,         nil, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  0, X2,  000000000000100
Viking,       Chi, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, X2,  000000000000100

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Wasteland,  1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  1,1,1,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,1,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Marginal Land,1,2,  0,1,1,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Marsh,      2,3,  0,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,1,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Cattle,     1,2,  3,1,3,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Beavers,    2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Sheep,      1,2,  2,0,4,
Glacier Oil,2,2,  0,4,0,
Minerals,   2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Warlord,     Ms.
Empire,         Overlord,    Empress
Kingdom,        King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Lawspeaker,  Consul
Democracy,      Chancellor,  President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian,  0,  0,  0,	2, High King, High King
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,    1,  1,  0,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     1,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      0,  0,  0,	2, High King, High King
Cunobelin,    Boadicea,            1, 1, 3, Celts,       Celtic,      0,  0,  0,     2, High King, High King, 4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 2, Vikings,     Viking,      1,  1, -1,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 2, Spanish,     Spanish,     0,  0,  0,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Leather,
Wool,
Iron Ore,
Fish,
Timber,
Coal,
Pottery,
Ale,
Wine,
Vellum,
Silver,
Tin,
Jewels,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













